Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

You could check out WW1 Wings of Glory and WW2 Wings of Glory.
I might but like I said I think its rare to find anyone under 60 that plays it.

Kind of sucks because while I know some people who don't like those types of games (I can probably think of a few scenarios and franchise that would make for decent games)
Also apparently there's rumor's GW might the Battlefleet Gothic tabletop back but it seems like that has been a yearly thing ever since it got discontinued.
 
Historical games usually have older people playing them for various reasons from better rule sets to just liking that era of play. It's not hard finding some 35-45 players who play historical games though. The game is also cheap so you can always get two sets and find someone interested in playing a quick game.
 
I might but like I said I think its rare to find anyone under 60 that plays it.
aren't those more into historicals with higher realism? would've expected stuff like wings of glory is too "zoomer" for them. but even if not, what's so bad about playing with some greybeard? at least at that age you can expect less ADHD spergouts.

Kind of sucks because while I know some people who don't like those types of games (I can probably think of a few scenarios and franchise that would make for decent games)
Also apparently there's rumor's GW might the Battlefleet Gothic tabletop back but it seems like that has been a yearly thing ever since it got discontinued.
there's probably more depending how much effort you wanna put in to get a "complete" game, like a billion suns, mini agnostic so you could re-use your armada models. there's also wormhole if you're ok with some papercraft to possibly involve your gf/wife. even the gothic rules should still be usable and given it's a gw game there's a good chance there's still a fan community around (not necessarily on the level of blood bowl, but considering people still make models for it there should be some demand).

inevitably you'll run into the same issue anyone else who tries to get people to play something else than GW (or whatever else they play around you), as @Anonymus Fluhre said easiest way is have two armies and just for someone to play against, more expensive for you in the beginning but you won't get people to drop money on a game (or models) they never played.
 
what's so bad about playing with some greybeard? at least at that age you can expect less ADHD spergouts.
Nothing, it's just really hard to find some to play with, especially nowadays.
I think the very first board game I ever learned wasn't chess, checkers, are the traditional hasbro games but cribbage thanks to my grandpa bringing me along to a gunclub he shot skeet at and his buddies teaching me how to play and I had an old family friend that taught me and my brother how to play risk (although we never finished a game).
Maybe I'm just being a little autistic but it also seems like more of a hurdle to try and play with someone you don't know if their 3 or 4 decades older then you if their not family friends or relatives, and it doesn't help there's hardly any older people at my store since they either decided its better to play at home in there own wargaming rooms (lucky bastards) or have been banned for rather aggressively ignoring the stores mask policy when they had one.
there's probably more depending how much effort you wanna put in to get a "complete" game, like a billion suns, mini agnostic so you could re-use your armada models. there's also wormhole if you're ok with some papercraft to possibly involve your gf/wife. even the gothic rules should still be usable and given it's a gw game there's a good chance there's still a fan community around (not necessarily on the level of blood bowl, but considering people still make models for it there should be some demand).
Thanks I'll check these out actually, billion suns seems like a game I know a coworker would enjoy playing and I have a small soft spot for papercraft because of an old pirate papercraft I loved playing back in elementary (although I can't remember what the fuck it was called).
 
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Where do you guys usually take inspiration for your homebrew stuff? I'm digging the space setting cuz it feels like I can throw anything I want in there and find a justifiable reason for it, the universe is just big as shit. Whenever I think about adding robots, mutants or anything of that kind in D&D it feels retarded and gay
 
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Where do you guys usually take inspiration for your homebrew stuff? I'm digging the space setting cuz it feels like I can throw anything I want in there and find a justifiable reason for it, the universe is just big as shit. Whenever I think about adding robots, mutants or anything of that kind in D&D it feels retarded and gay
Most of my ideas come from Manga/ Manhwa's now days and a few from anime. I will also go to Artstation and see if anyone's art helps. The current CoC campaign I'm working on is a mix of Japanese folklore and early/ mid 1970s movies. I also added some more current murder mysteries to it as well from the 80's, 90's, 2000's, like the current Dollman murders.
 
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Posting this again because of the rollback:

I've been DMing a 5e campaign to a bunch of my newbie friends. We've been playing it for about a year and a half, 40+ sessions. It's going to end in about 4-6 months from now and I want to run a sci fantasy themed campaign next, something like Star Wars with some D&D elements for the familiarity.

Any recommendations?
No apologies for simping for Savage Worlds yet again. If you want to combine it with Star Wars or Starfinder, then I think you can easily do that. There is a fan made Star Wars expansion for it, but I've not read it.

If you want space or mech combat, I'd recommend Tiny Frontiers, but I've not played it. Only read it. It's not a game that's good for a campaign. Good for a one shot and little else. Ship building is choosing from a series of feats.

Starfinder apparently isn't too bad or at the very least is perfectly playable from what I heard.
Having played Starfinder, I don't recommend the game unless you like lots of crunch, but do recommend reading the setting and stealing as much as you can.

As a game, the personal combat has got a ridiculous amount of crunch and formula, which slows the game down to a crawl. How crunchy? Here's the basic attack formula from an expansion.
Code:
"Mech Attack = 1d20 + 8 + 1/5 the mech’s tier + bonuses from upper limb components (upper limb weapons only) + the operator’s base attack bonus or the operator’s ranks in the Piloting skill + bonuses from the weapon + range penalty"
I played it with a sub optimal party and it was a disaster around level 5 or so. You need to be a "Monty Hall DM" as the ACs for standard infantry were ridiculous, and weapons have fairly strict tiers. So your laser pistol might kill a guy in 1 or 2 shots at first level, but by level 4 it's about as effective as harsh language.

The space ship combat is more complex on paper than it is in practice. How it works is you choose roles at the start of the turn which determines the actions that player can do, and then progress in reverse initiative order, since going later has an advantage. The main problem with ship combat is because of this, players will keep trying to change roles mid turn. So if you don't have the capability to say "no" to players, don't run space combat.

I do like the ship building. It's very crunchy, and uses a unique currency so you don't have to worry about PCs trying to fudge it with character wealth. You also can't use ship weapons against infantry. The reason is hand waved, but it works since it stops players nuking everything from orbit.

If you do buy it, the "pocket edition" rule book is cheap, and you'll need Alien Archive 1 for monster rules.

I'm digging the space setting cuz it feels like I can throw anything I want in there and find a justifiable reason for it, the universe is just big as shit.
Starfinder has good rules for this. Travel times are based on your destination, not the actual distance between places. The space cops have limited resources and reach, so there's lots of reasons for PCs to do things.

I also love the concept of "the gap". The gap is that everyone woke up one day with no memories of their past (though skills were intact) and all records gone, scrambled, or destroyed. Earth is missing, but safe, and anyone who would know, such as gods, aren't saying anything.

It was included to stop lore from Starfinder and Pathfinder from interfering with each other (since Starfinder is the future, and Pathfinder is the past, of the same setting), but a consequence of this IP management is that it means players don't have to read pages of lore to get up to speed. It also makes pre-gap tech and records are extremely valuable.
 
I want to get into the world of darkness with some friends, and I have to ask, which version of Demon should I play?
Fallen? or descent?
Ok, so quick question. Do you want to play biblical angels, or gnostic angels?

Fallen is much more biblical and tied into the Old World of Darkness metaplot. I have the hard cover book of it and it’s interesting, though not something I’d personally enjoy playtime without a group and ST willing to lean into weird judeochristian mysticism and mythology. You are a biblical fallen Angel, possessing the bodies of people.

Descent is way more gnostic. You are a rogue agent of the Demiurge/God-Machine, having intentionally or unintentionally severed your connection with it. The strange arcane machinery of the world is what you’ve got access to, and your characters form in our reality might be a person, or a house, or an object - whatever allows them to hide from the God-Machine. You also have a demonic form, obviously, which can temporarily hijack the power of the god machine to do great and terrible things - but revealing it destroys the form you’re using to hide from the Angels of the God Machine.

I like descent more because it’s more flexible. It’s also a game about paranoia and spy craft. Not every Demon wants to be away from the connection of the God-Machine because free will is terrifying. Or they feel empty. And an Angel promising that might easily make them betray those trying to fix the obviously malfunctioning and horrific machinations of the god machine. Or maybe you falling is itself part of the Machines grand plans for reality. Who knows?
 
Ok, so quick question. Do you want to play biblical angels, or gnostic angels?

Fallen is much more biblical and tied into the Old World of Darkness metaplot. I have the hard cover book of it and it’s interesting, though not something I’d personally enjoy playtime without a group and ST willing to lean into weird judeochristian mysticism and mythology. You are a biblical fallen Angel, possessing the bodies of people.

Descent is way more gnostic. You are a rogue agent of the Demiurge/God-Machine, having intentionally or unintentionally severed your connection with it. The strange arcane machinery of the world is what you’ve got access to, and your characters form in our reality might be a person, or a house, or an object - whatever allows them to hide from the God-Machine. You also have a demonic form, obviously, which can temporarily hijack the power of the god machine to do great and terrible things - but revealing it destroys the form you’re using to hide from the Angels of the God Machine.

I like descent more because it’s more flexible. It’s also a game about paranoia and spy craft. Not every Demon wants to be away from the connection of the God-Machine because free will is terrifying. Or they feel empty. And an Angel promising that might easily make them betray those trying to fix the obviously malfunctioning and horrific machinations of the god machine. Or maybe you falling is itself part of the Machines grand plans for reality. Who knows?
So Descent is pretty much James Bond meets The Matrix? Cool
 
No apologies for simping for Savage Worlds yet again. If you want to combine it with Star Wars or Starfinder, then I think you can easily do that. There is a fan made Star Wars expansion for it, but I've not read it.

If you want space or mech combat, I'd recommend Tiny Frontiers, but I've not played it. Only read it. It's not a game that's good for a campaign. Good for a one shot and little else. Ship building is choosing from a series of feats.


Having played Starfinder, I don't recommend the game unless you like lots of crunch, but do recommend reading the setting and stealing as much as you can.

As a game, the personal combat has got a ridiculous amount of crunch and formula, which slows the game down to a crawl. How crunchy? Here's the basic attack formula from an expansion.
Code:
"Mech Attack = 1d20 + 8 + 1/5 the mech’s tier + bonuses from upper limb components (upper limb weapons only) + the operator’s base attack bonus or the operator’s ranks in the Piloting skill + bonuses from the weapon + range penalty"
I played it with a sub optimal party and it was a disaster around level 5 or so. You need to be a "Monty Hall DM" as the ACs for standard infantry were ridiculous, and weapons have fairly strict tiers. So your laser pistol might kill a guy in 1 or 2 shots at first level, but by level 4 it's about as effective as harsh language.

The space ship combat is more complex on paper than it is in practice. How it works is you choose roles at the start of the turn which determines the actions that player can do, and then progress in reverse initiative order, since going later has an advantage. The main problem with ship combat is because of this, players will keep trying to change roles mid turn. So if you don't have the capability to say "no" to players, don't run space combat.

I do like the ship building. It's very crunchy, and uses a unique currency so you don't have to worry about PCs trying to fudge it with character wealth. You also can't use ship weapons against infantry. The reason is hand waved, but it works since it stops players nuking everything from orbit.

If you do buy it, the "pocket edition" rule book is cheap, and you'll need Alien Archive 1 for monster rules.


Starfinder has good rules for this. Travel times are based on your destination, not the actual distance between places. The space cops have limited resources and reach, so there's lots of reasons for PCs to do things.

I also love the concept of "the gap". The gap is that everyone woke up one day with no memories of their past (though skills were intact) and all records gone, scrambled, or destroyed. Earth is missing, but safe, and anyone who would know, such as gods, aren't saying anything.

It was included to stop lore from Starfinder and Pathfinder from interfering with each other (since Starfinder is the future, and Pathfinder is the past, of the same setting), but a consequence of this IP management is that it means players don't have to read pages of lore to get up to speed. It also makes pre-gap tech and records are extremely valuable.
Having actually played through the Dead Suns campaign, can confirm Starfinder is not a good go-to for space RPGs. As Dredd notes, the shipbuilding rules are actually pretty good, and I kind of like how ship combat works as it lets multiple players contribute to combat.

But holy fuck is the regular encounter system a disaster. The Dead Suns campaign simply refuses to give you enough currency to upgrade weapons as you go; our GM actually houseruled any gear we salvaged could be sold for full price so we could scrape together enough credits for weapon upgrades.
 
Did some more NPC portraits that will sit and collect dust for some months
View attachment 2465024

Where do you guys usually take inspiration for your homebrew stuff? I'm digging the space setting cuz it feels like I can throw anything I want in there and find a justifiable reason for it, the universe is just big as shit. Whenever I think about adding robots, mutants or anything of that kind in D&D it feels retarded and gay

Books and history and horror. I listen to Lore podcast a lot for interestingly little known tidbits of weird but true. There's a lot of interesting things in our centuries of history - and I tend to kinda adapt that into my game ideas.

Recently I heard a story about the head of Haydn and I wrote a little CoC one-shot about the mystery of a world famous artist skull going missing from his grave and the group being engaged to find it and following the trail the players his basically find that this art genius skull was deformed and the inside coated in a silver material goo not of this earth that caused hallucinations and visions of another dimension. That eventually corrupts whoever has the skull in an attempt to open portals into said another dimension.

So...yeah. I use interesting history. I like small personal horror. I think the simple concept of someone stealing a skull after your death to be something mildly disturbing you can relate to. I wrote a Victorian CoC scenario about a door that would not stay closed in a Manor house that was slowly driving the Lord crazy. The players were hired by a solicitor to check the house because it was going to be sold. That was inspired by a Victorian ghost story. About a door that would not stay closed.

I could talk forever about horror in games though. But I won't. Cuz it's probably boring.
 
But holy fuck is the regular encounter system a disaster. The Dead Suns campaign simply refuses to give you enough currency to upgrade weapons as you go; our GM actually houseruled any gear we salvaged could be sold for full price so we could scrape together enough credits for weapon upgrades.
I was running Against The Aeon Throne. The first act vs Cadets worked fine, but when we got to the second act, standard Aeon guard had a KAC of 22 or something like that, and the PCs were rolling +3 or there abouts. The Aeon guard have slug throwers, so it's not as if you can salvage their gear since their armour basically meant they'd need a nat 19 to hit. Even with energy weapons, it wasn't much better. I toyed with the idea of doing a do over with nerfed enemies, but the players would know.
 
I was running Against The Aeon Throne. The first act vs Cadets worked fine, but when we got to the second act, standard Aeon guard had a KAC of 22 or something like that, and the PCs were rolling +3 or there abouts. The Aeon guard have slug throwers, so it's not as if you can salvage their gear since their armour basically meant they'd need a nat 19 to hit. Even with energy weapons, it wasn't much better. I toyed with the idea of doing a do over with nerfed enemies, but the players would know.
We survived mostly due to me playing an operative and viciously abusing the trick attack system, as well as our tech hacking anything and everything to give us an edge.

But yeah, I get the impression Starfinder didn't get a lot of playtesting.
 
Or at least the modules didn't get any playtesting. I think it's that they've over tuned the game. They expect a full party of 5 fully optimised characters with a full levelled loadout.
 
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Thanks I'll check these out actually, billion suns seems like a game I know a coworker would enjoy playing and I have a small soft spot for papercraft because of an old pirate papercraft I loved playing back in elementary (although I can't remember what the fuck it was called).
Only one I can remember is the one Wizkids made in like 2010 or 2011.
 
I got few clearance packs of Revolution. It was definitely interesting play & craft mechanics where they fit everything you needed to play into the packs.
 
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